Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10
OFFENSE
Speed Flight 30 ft., (Average)
Melee Peck +3 (1d3)
STATISTICS
Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding
ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none
SPECIAL ABILITIES
Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.
Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.
This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.
Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.
Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,
For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.
Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.
1 HD = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces
1 HD = Small Weapon (Base 1d3)
5 HD = Medium Weapon (Base 1d6)
10 HD = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)
Free willed Clickers (those with Int & Wis = 10 or higher) can choose to gain class levels. When they are free willed, they no longer gain mechanical tricks as listed in the primary entry.
Clockwork Traits: Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects. They are immune to emotion based spells (fear) but other enchantment charm spells work normally. They are subject to critical hits but not bleeding effects. They gain no constitution bonus. Healing spells, such as Cure Light Wound, have no affect on them but restoration spells or effects (make whole or rapid repair) do work. Potions and magical items that fit humanoids (boots, hats, rings, etc) also do not work or fit them.
They do not sleep. They repair themselves at a rate of 1 hp/hour if they are fully active and take no other action. If they are not wound up, even at full hit points, they cease functioning. When below 0 hit points, they are staggered, and lose 1 hit point for every day they are not repaired. At -20 hit points, they cease operating. At -50 hit points they are damaged beyond repair and can not be repaired short of a wish spell.
If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.
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